The next version just hit the PTS, so here is an update thread for that.

New API Version: 100023

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What's going on with the skills/ability data? Previously when you used the function GetSpecificSkillAbilityInfo() for an active/ultimate ability you would get 12 different ability IDs for all the morph/rank choices. Now, however, it seems it only returns 3 different ability IDs (one for each morph) and the same abilities for all 4 ranks of each morph. Further, it seems the previous rank 2-4 abilities no longer exist and some rank 1 abilities have new IDs.

I was hoping to find some new skill related functions in the API but I can't seem to find any. Is this an on-purpose change in the skill API or is there something buggy going on the current PTS?

This seems to affect a bunch of skill API functions (only checked a few):

GetSpecificSkillAbilityInfo() -- Only returns the same ability for all ranks of a morph.

GetAbilityProgressionAbilityId() -- Returns the same ability ID regardless of rank.

What's going on with the skills/ability data? Previously when you used the function GetSpecificSkillAbilityInfo() for an active/ultimate ability you would get 12 different ability IDs for all the morph/rank choices. Now, however, it seems it only returns 3 different ability IDs (one for each morph) and the same abilities for all 4 ranks of each morph. Further, it seems the previous rank 2-4 abilities no longer exist and some rank 1 abilities have new IDs.

I was hoping to find some new skill related functions in the API but I can't seem to find any. Is this an on-purpose change in the skill API or is there something buggy going on the current PTS?

This seems to affect a bunch of skill API functions (only checked a few):

GetSpecificSkillAbilityInfo() -- Only returns the same ability for all ranks of a morph.

GetAbilityProgressionAbilityId() -- Returns the same ability ID regardless of rank.

The active skills were changed into single abilities with scaling behavior based on rank. This was to help with updating and maintaining these skills. I'll need to think about what it would mean to target specific ranks of these through APIs. I think it might mean adding rank parameters to a lot of the ability APIs. Which APIs are you using?

The active skills were changed into single abilities with scaling behavior based on rank. This was to help with updating and maintaining these skills. I'll need to think about what it would mean to target specific ranks of these through APIs. I think it might mean adding rank parameters to a lot of the ability APIs. Which APIs are you using?

Yah, that's what I assumed was going on. It makes sense as it reduces the number of active skills you have to maintain by a factor x4.

As for adding the skill rank to API functions, it would be any of the GetAbility....() where the value might change between ranks. A few ones I can think of would include:

GetAbilityDescription()

GetAbilityCost()

GetAbilityDuration()

GetAbilityCastInfo()

GetAbilityRange()

GetAbilityRadius()

Unsure if those last few ever change for different ranks. At the very least the description which would let us mine the skill coefficients for all 4 ranks.

I would assume you were thinking of changing the API to something like:

The active skills were changed into single abilities with scaling behavior based on rank. This was to help with updating and maintaining these skills. I'll need to think about what it would mean to target specific ranks of these through APIs. I think it might mean adding rank parameters to a lot of the ability APIs. Which APIs are you using?

This is actually super helpful for me. Makes it way less difficult to do things like custom auras for ground abilities. Although - a method to pull the duration differences between ranks when relevant might be helpful in certain cases.

Also, Chip, would you be able to pass a suggestion along to the development team? Currently there's an inconsistency between ability names for "Off Balance" and "Off-Balance." Might be a good idea to do a pass on it and normalize it in all ability's as well as tooltips (I think tooltips might all say "Off Balance" now but I haven't check every single one). Thanks!

The active skills were changed into single abilities with scaling behavior based on rank. This was to help with updating and maintaining these skills. I'll need to think about what it would mean to target specific ranks of these through APIs. I think it might mean adding rank parameters to a lot of the ability APIs. Which APIs are you using?

This is the best change that has ever been made since I was coding addons, awesome! It will make addon development so much easier for me. There is just one little grain of salt left: Can you add a field or a function that contains info wether the ability is a 'player owned' ability and additonally the base morph, morph a, morph b relations (e.g. 30244 being morph b, it should contain some info on which ability id is morph a and the base morph).

This is the best change that has ever been made since I was coding addons, awesome! It will make addon development so much easier for me. There is just one little grain of salt left: Can you add a field or a function that contains info wether the ability is a 'player owned' ability and additonally the base morph, morph a, morph b relations (e.g. 30244 being morph b, it should contain some info on which ability id is morph a and the base morph).

Morphs still have a different ID I believe. Just rank 1-4 for each were compressed into single id's.

The unification of ability IDs is certainly useful for my application. Makes things much more streamlined only having to register callbacks or monitoring for a quarter of the number of IDs, but I can see how it may introduce a little more work for those who use the unique ranks in more meaningful ways. I'm a fan.

Can confirm that stack IDs (à la Grim Focus) also maintain the Rank I IDs. Haven't tested all ranks for any "gotchas" but at least all the ones I've tested have stacked against the Rank I ID.

I see, thanks! As you said, all player ability ranks have been merged. How about boss abilities? There were some encounters (especially light guy and shadow dude [don't remember their names right now] in vMoL) where some buffs of the same type and name are given to different players using different abilityIDs. Have those use cases' ability ids been merged, too?

I tried to update Circonian's LibNotifications and noticed that NOTIFICATION_TYPE_GIFT is not defined, but is used in notifications_gamepad.lua and notifications_keyboard.lua. Not sure why it doesn't throw a lua error there, but when I copy the table into LibNotifications, it does exactly that:

@Chip is this entry unused and should be removed, or is the constant just missing? And could you please make these tables global? The lib breaks on almost every update because it relies on the data in these two files.

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>siri.exe MyAddon
Does your addon work? [y/n] n
There is a typo in there.